Documented ch Loggo
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@@ -1190,9 +1190,11 @@ static bool __subaddie_set_state(Actor *this, s32 state)
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void func_803285E8(Actor *this, f32 anim_start_position, int direction){
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animctrl_setStart(this->animctrl, anim_start_position);
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if(direction != -1){
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if (direction != -1) {
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animctrl_setDirection(this->animctrl, direction);
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}
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this->sound_timer = anim_start_position;
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}
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@@ -1275,8 +1277,8 @@ int actor_animationIsAt(Actor *this, f32 arg1){
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}
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}
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void func_803289EC(Actor *this , f32 arg1, int direction){
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func_803285E8(this, arg1, direction);
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void func_803289EC(Actor *this , f32 anim_start_position, int direction){
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func_803285E8(this, anim_start_position, direction);
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animctrl_start(this->animctrl, "subaddie.c", 0x6b1);
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}
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@@ -1316,9 +1318,10 @@ int subaddie_maybe_set_state(Actor *this, s32 myAnimId, f32 chance){
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return 0;
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}
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void subaddie_set_state_with_direction(Actor * this, s32 myAnimId, f32 arg2, s32 direction){
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if(__subaddie_set_state(this, myAnimId) && this->animctrl)
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func_803289EC(this, arg2, direction);
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void subaddie_set_state_with_direction(Actor * this, s32 myAnimId, f32 anim_start_position, s32 direction){
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if (__subaddie_set_state(this, myAnimId) && this->animctrl) {
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func_803289EC(this, anim_start_position, direction);
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}
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}
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bool subaddie_maybe_set_state_position_direction(Actor *this, s32 myAnimId, f32 start_position, s32 direction, f32 probability) {
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